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Zenix.6198

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Everything posted by Zenix.6198

  1. Hello, As far as I can tell Tempest Overloads are currently bugged in a rather frustrating matter. When an overload deals damage to any target and that target dies, the overload will just stop mid-cast and go on full CD. It doesn't matter if you actually have anything targeted or not, as long as something dies that was damaged by the overload, the skill just gets canceled. I can reliably reproduce this, even without having any major traits selected and without a relic equipped.
  2. kitten...I didnt come here to read based takes but I get OPs frustration
  3. This is such a weird fix, considering what they defined as the "underlying problem". They basically wanted to move away from pigeonholing people into running full gyros and pressing them off CD....by pigeonholing them into running blast/leap utilities and using those off CD instead.
  4. Id probably argue that guardian builds are the most straight-forward and most intuitive ones. Rev is medium difficulty as you have to handle the class-specific energy mechanic and have to get used to having access to 2 whole sets of utility skills that you can use during combat. Engineer is probably the hardest of the 3 due to quite unique class mechanics (and a lot of buttons). That being said however, you should play whatever you like the theme or gameplay loop best. Learning a hard class can easier than learning an easy one if you enjoy it more.
  5. I recently added EoD strike missions to my "daily" regiment and tbh, I quite enjoy doing them now. My only gripe with them is about their reward. The weekly cap of 160 feels really low considering the prices of Clovers and MCs. Also doesnt help that you can only get a 100 GPS per week regularly and the additional 60 only from the respective "daily" achievements.
  6. First of all, I wanna say that I love playing support tempest and play it on a regular basis in all endgame content with great success. While I don't think it belongs in the support S-tier, it is a more than viable choice for any form of instanced content and people seriously undersell its qualities. That being said, there are a bunch of pain-points that are holding the build back. Here I will try to lay out my main gripes with the spec and offer some suggestions on how to make it, in general (DPS AND Support), more attractive and fun to play. 1. The Issues a) The traitline is just a complete mess imo. 8/9 traits are absolutely meaningless for DPS builds. The entire adept tier is underwhelming. Competing traits within the same tier just leads to unnecessary pigeonholing (Lucid Singularity vs. Elemental Bastion i.e.) b) The way Lucid Singularity applies its alacrity is unnecessarily annoying. Note: Even though a lot of players would like for alacrity being tied to shouts/auras instead of overloads, I wouldn't prefer this to be honest. Imo it would simply force DPS-Alac variants to run mostly non-DPS shouts or pick up Powerful Aura. c) High Boon Duration requirements for DPS-Alac variants compared to competing builds from other classes. QScrapper, QHerald, ASpecter, ARenegade etc. all need way less -if any- additional boon duration to provide their respective boons at 100% uptime. d) Fury and -particularly- Stability should be more accessible. Personally I'd trade in some swiftness/regeneration sources (which are overly abundant imo) for some AoE fury. f) The singularity mechanic and the 4s channel-time is outdated and makes the whole profession mechanic very uninteractive AND unresponsive. Note: I only recently thought of this, but the initial design-choices regarding overloads just don't apply anymore. Back when Tempest released in 2015, Alacrity and Quickness were way more powerful than they are now. Therefor the downtime between overloads was much lower. Obtaining Singularity (with alacrity!) went from 4 to ~5 seconds. The channel-time for overloads (with quickness!) went from 2 seconds to ~3 seconds.This basically means there now is an added ~2 seconds of downtime per overload, which doesn't sound like a lot, but really starts to accumulate on longer fights. Funnily enough, adjusting this would probably already fix point 1.c) 2. The Improvements a) Skills: - Eye of the storm: This skill now gives X seconds of fury instead of swiftness (having superspeed+swiftness was kind of a waste anyway). Stability has been increased from 1 stack for 5 seconds to 2 stacks for 6 seconds in PvE only. - Flash Freeze: Removed the regeneration from this skill. Instead it now gives barrier to affected allies. - Rebound: In addition to previous effects, this skill now always grants stability instead of Fury. Additionally, it provides a boon based on your current attunement when cast. Fire: 5 stacks of might; Air: Fury; Water: Regeneration; Earth: Protection. - Overloads: The casttime for all Overloads has been reduced from 4 to 3 seconds (see 1.f). Total damage, boons and healing have been adjusted to remain unchanged. b) Traits: I will just go over all of these from Adept to GM, since these suggestions would change the entire traitline structure and keeping track this way can be hard. I also tried to give each trait-tier a choice for support/DPS/utility respectively. Adept: - Minor: The duration for obtaining singularity has been reduced from 6 to 5 seconds (see 1.f). - Gale Song: In addition to its previous effects, this skill now also grants resistance. - Latent Stamina: This trait has been retired. Invigorating Torrents now takes this slot. Increased Regeneration and Vigor duration from 5 to 6. - Unstable Conduit: In addition to its previous effect, this trait now also increases your strike and condition damage while under the effect of an aura by X%. Master: - Minor: This trait now increases concentration by X while above 50% health and healing power by X while below 50% health. - Tempestuous Aria: Increased might stacks from 2 to 3. While above X might stacks, gain Y Power/Condition damage (maybe both?). - Harmonious Conduit: This trait has been merged with Hardy Conduit and moved to the GM minor slot. NEW TRAIT: Unbound Conduit. Remove all movement impairing conditions when starting an overload. While overloading, movement impairing conditions can't be applied to you. (It's basically old Lucid Singularity) - Invigorating Torrents: This trait has moved position and has been replaced with Lucid Singularity. Half the total alacrity is now applied on the start of the overload instead of at the end. The pulsing properties remain unchanged. Grandmaster: - Minor: This trait has been merged with Harmonious Conduit. Overloads grant Protection and Stability. Protection gains increased effectiveness. - Transcendent Tempest: Singularity Delay Reduction has been reduced from 33% to 20% (basically no change at all with the Adept-Minor change). - Lucid Singularity: This trait has moved, leaving this slot empty. Suggestions welcome. Go Wild! - Elemental Bastion: This trait remains unchanged. Thanks for coming to my Ted Talk! I'd be happy to discuss all of these suggestions and things I maybe (= read as "probably") didn't think of. Or feel free to call me delusional and tell me how profoundly wrong I am 🙂
  7. I think when talking about auras giving alacrity instead of overloads, we also would need to consider non-healing variants. While alacrity on auras sounds amazing for healing builds, I think they would seriously pigeonhole dps-alac builds (Just from a design PoV, regardless of their current performance). Apart from the fire shout none of them are particularly useful for a dps build and the whole aurashare synergy is really counterintuitive since it would force you to take the water traitline. But other than that, I think I agree with all of you so far 🙂 Edit: Meant "auras" when I said "shouts"
  8. Please consider changing this trait from giving half the total alacrity at the end of an overload, to giving it at the start instead. I understand that we want to keep the "pulsing"-properties as is to prevent players just canceling their overloads after they begin the channel, and Im fine with that. But in instanced content a 3s channel (w/ quickness) is kinda long when certain mechanics require the group to split up. As said, keep the pulsing-part to incentivize finishing your overload cast but just front-load the instant-alacrity for some better QoL. Cheers
  9. Hey There, There currently is a bug with the Tempest GM trait "Lucid Singularity". While under quickness it doesnt seem to provide the full alacrity noted in the trait tooltip. This only seems to be an issue with the Water- and Earth Overloads. Fire and Air are working fine however...at least from what I can tell from personal testing. Thanks for looking into this!
  10. I really like your point about the "attain singularity" part. Tbh, it is a very unenoyable piece of design regardless of traitchoices. From merely a gameplay-PoV it simply is too long of a timegate for what supposedly is the most prominent espec-mechanic. 6s of timegate + 4s of channeltime just feels incredibly clunky at times, especially when you are playing a support variant. "just hold on team; 10 seconds before I can heal you!" ...I just takes away from the fluidity and versatility an Elementalist is supposed to have, especially when playing a more reactive role like healer/support. That being sad, a general time reduction for "attaining singularity" (and maybe even a cast time reduction to overloads as well) would also be most welcome. As an alternative trade-off - personally - I would even prefer taking longer attunement-swap CDs (like maybe 15s baseline CD on the individual attunements).
  11. While I get the sentiment, I also see what Anet are going for with putting alac on Overloads. If you put it on shouts or auras you really are kinda limiting non-healer Alacrity builds since they either would use up utility slots or pigeon-hole you into running aurasharre (and therefor water traits over fire/air)
  12. Just some QoL change would be nice, since getting the alacrity solely at the end of the cast can be very inconvenient at certain encounters. Also would make it less punishing for people who arent within the radius at the right time since they could at least catch a few pulses. Overloads have a 4s cast time anyway, so please consider changing this trait to pulse its alacrity every second of channeling instead of just at the end. Thanks 🙂
  13. Maybe it's just me, but I feel like the inteded way of using this skill would be just as you are about to leave dragon stance (so you extend your boons, but still keep the lingering Passive from Draconic Echo for a while). Issue with that is, that it makes your rotation really awkward since it doesnt really align with either your legend swap nor your lowest CD facets. This causes weird downtimes where you dont want to use any of your facets for quickness cause you will be missing out on the 20% boon duration and also makes it very awkward to loop into your rotation. As it is right now, the optimal way to approach this skill, is just to never use it at all...which feels clunky tbh. Please consider reducing its CD to 15s, so it (with good alacrity uptime) lines up better with legend-swapping and the other low-CD facets in Dragon stance. Cheers
  14. Glad Im not the only one that noticed. Also, tho this might just be a tooltip error, activating True Nature gives less quickness than other facets when running Draconic Echo
  15. From what I've gathered from my personal social bubble, opinions towards 2v2 and 3v3 have been very mixed when directly compared to conquest.While I also have my personal preferences, opinions and reasoning, I'd like to get a broader picture on the general community stance?What do you prefer? And why?
  16. The 23% sevenshot nerf was nice.Decap scrapper and symbol guard - thankfully - getting deleted is also much appreciated. Holo "nerfs" were... "Meh" at best.Holo overall lost 6 mightstacks, which is nice I guess, but not even remotely good enough. The thief stealth duration nerf seems okay. For a "hotfix" patch, those changes are acceptable. Unfortunately powerlevels between different classes are still majorly fked tho, so while those changes are welcome, it's a far cry from "fixing the game mode". We need a dedicated balance patch at this point and not some band-aids.
  17. Actual quality post. 10/10, would lol again.
  18. Im pretty sure picking a damage-oriented traitline over SA is against ToS.
  19. Shit's broken, do something... ~Everybody
  20. If the "meta"-argument is the extend of your reasoning, than why bother having more than 4-5 classes with more than 4 traitlines each to begin with. And while we are at it, we can also get rid of 75% of the still existing amulets and runes.
  21. Just to clarify for the skeptics ( @Grimjack.8130 , @"Tycura.1982" ):Maybe I didnt point this out in my OP clearly enough, but the pool of choose-able prefixes would only include those, which already are in PvP.So no Cleric, Minstrel, Viper, Trailblazer or anything similarly broken. It would simply allow to mix and match between the ~15 (?) amulets we currently have in PvP.So any Expertise/Concentration Setup would already be impossible. This is also the Reason why I prefer a 40/30/30 allocation split over lets say a 50/25/25 or a 25/25/25/25 one, since that would prevent you from equal Power/condi or equal Vitality/Toughness splits....Which means any build would always have to slightly focus towards one type of dmg application/mitigation and therefor not be universally good in every situation but also have weaknesses. Maybe another allocation split would enforce this even more tho. Like a 40/35/25 one. "Problematic" combinations in the past have always involved High defensive stats coupled with Healing power. But with most of the 900-defensive stat amulets gone, I'm uncertain if its possible to concoct a truly "problematic" combination....but that could obviously be prone to personal bias.So let me share some of the combinations I could see as definitely being strong....with special focus on Toughness/Vit/Healing combos via the 40/30/30 allocation split. 1) a Mender/Sage mix for hybrid-dmg Healers 40% Mender: 400 Power, 400 Healing, 200 Prec, 200 Vit30% Sage: 300 Power, 300 Condi, 150 Vit, 150 Healing30%Sage: 300 Power, 300 Condi, 150 Vit, 150 HealingTotal (=3000) 1000 Power, 700 Healing, 600 Condi, 500 vit, 200 Prec 2) a Mender/Paladin (=unnerfed) mix for a Cleric-esq power duelist 40% Mender: 400 Power, 400 Healing, 200 Prec, 200 Vit30% Pala: 300 Power, 300 Prec, 150 Vit, 150 Toughness30% Pala: 300 Power, 300 Prec, 150 Vit, 150 ToughnessTotal (=3000) 1000 Power, 800 Prec, 500 Vit, 400 Healing, 300 Toughness 3) a Sage/Rabid Mix for a combination of all 3 problem stats 40% Rabid: 480 Condi, 360 Tougness, 360 Prec30% Sage: 300 Power, 300 Condi, 150 Healing, 150 Vit30% Sage: 300 Power, 300 Condi, 150 Healing, 150 VitTotal (=3000) 1080 Condi, 600 Power, 360 Toughness, 360 Prec, 300 Healing, 300 Vit Like while I could see all 3 of those working for certain classes/specs, I dont think any of them looks particularly broken, if we take currently existing defensive amulets for reference. Like Cele with its 1380 Defense-total (460 in Vit/Toughness/Healing).But again....could just be personal bias talking, so Im open to being convinced otherwise.
  22. Very nice suggestion. Love the diversity it brings. With that said, there must be a maximum to each stat, so you can't put like 3000 points in condi damage. What that limit should be, or if it should be the same for each stat, I don't know. That wouldnt be possible anyway.It's not like you could allocate the 3k stat total completely freely.Its still bound by the maximum of the highest prefix-stat you use (maximum 1200, since thats the highest single stat you can get from current 3-stat amulets).Like the maximum you can get into one stat cant exceed the the highest stat of any single stat prefix currently available. Edit: Like if you equip zerker or carrion respectively into each of those 3 equipmentslots: You'd just have the current zerker or carrion stat combination.
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